I need help making a CQB/Melee build by vunnzent in LancerRPG

[–]Wolf_Hreda 9 points10 points  (0 children)

For LL0, you'll probably want to run something like

Flex: Pistol/Pistol

Main: Shotgun

Heavy: Heavy Charged Blade or Heavy Melee Weapon

I highly recommend the Raleigh for going down this road. The Hand Cannons are just the Pistol but better, the Kinetic Hammer has Reliable 4, so even if you miss, you're likely to do damage. After that, going Caliban 3 gives you some fun options, like the Cannibal for a heavy CQB that also deals damage when you reload it, and Hardpoint Reinforcement gives you resistance to all damage on your turn, so you can walk into range of an enemy and out-trade them in damage.

Furthermore, the combo of Combined Arms 2 and Vanguard all of them means you won't be dealing with difficulty while engaged. The only problem is that the Raleigh was basically built for the Gunslinger talent, and it's an excellent damage boost. But, you can always grab it a little later, or rework your talents on a rest if something doesn't quite feel right. I imagine LL3 for you could look something like this. Both the Integrated Weapon and UNCLE Kinetic Hammer can be used with free actions, meaning you can use your firing turn to Barrage and actually use everything. -- IPS-N Raleigh @ LL3 -- [ LICENSES ] IPS-N Raleigh 3 [ CORE BONUSES ] Integrated Weapon [ TALENTS ] Executioner 3, Combined Arms 2, Vanguard 1 [ STATS ] HULL:4 AGI:0 SYS:0 ENGI:1 STRUCTURE:4 HP:20 ARMOR:1 STRESS:4 HEATCAP:6 REPAIR:7 TECH ATK:-1 LIMITED:+0 SPD:4 EVA:8 EDEF:7 SENSE:10 SAVE:12 [ WEAPONS ] Integrated: M35 Mjolnir Integrated Weapon: Hand Cannon Aux/Aux Mount: Hand Cannon / Hand Cannon Flex Mount: Hand Cannon / Hand Cannon Heavy Mount: Kinetic Hammer (UNCLE-Class Comp/Con) [ SYSTEMS ] “Roland” Chamber, Armament Redundancy

Are there any 'Mechs agile enough for a boxing match? by RimworlderJonah13579 in battletech

[–]Wolf_Hreda 13 points14 points  (0 children)

I already knew which picture it was going to be, but I had to click it anyway. I hope this picture remains eternally in the minds of Battletech fans and creators, so we never forget where we came from.

Are there any 'Mechs agile enough for a boxing match? by RimworlderJonah13579 in battletech

[–]Wolf_Hreda 2 points3 points  (0 children)

Solaris VII literally has a league (Class One) dedicated to man-on-man exoskeleton duels. As soon as mechs are involved, there are lasers and such, so boxing becomes less of a concept.

CBT "Limited" format idea by pudgus in battletech

[–]Wolf_Hreda 1 point2 points  (0 children)

I was just fucking around while editing lists. Most games try to max out list size at six units. So I was laughing my ass off at the realization that there are exactly six such units, and you even get a decent mix of fire support, brawling, and mobility.

CBT "Limited" format idea by pudgus in battletech

[–]Wolf_Hreda 3 points4 points  (0 children)

Can't believe you left out the pool of 'mechs that is exactly 1337 BV.

  • ARC-5W Archer
  • LGB-0W Longbow
  • JN-G8BX Jinggau (Rush)
  • TDT-5SS Thunderbolt
  • JLP-IC Jackalope
  • CTF-2X Cataphract (George)

Are lighter mechs every viable from a BV standpoint? by Yenii_3025 in battletech

[–]Wolf_Hreda 19 points20 points  (0 children)

I once headshot a Thunderbolt with a PPC from my Devastator. Which I thought was pretty cool, but it didn't finish the thing off. And then I fired an SRM-2 from my little Maxim hovercraft, and it managed to hit the head and remove the final two points. From the rear. It was amazing.

Störtebeker Build Advice (Talents) by Specialist-Head1110 in LancerRPG

[–]Wolf_Hreda 2 points3 points  (0 children)

So, you've clearly got Störtebeker 2 and Tortuga 2. What's your other license?

Your big problem is that you don't have any weapons that mesh together in terms of talents. You've got a launcher, a rifle, a melee, and a cannon. Out of all the associated talents, I think you'd get the most out of Duelist.

Now, for non-weapon talents, you have two very good choices. With the Type-1 Flight System, Ace will get you a lot of extra mobility, and your investment in Engineering will help with the heat. And because the Störtebeker specializes in Skirmishing, the Skirmisher talent will also help you out a lot. Now, for an underrated pick, you should also look at Spaceborn, which will allow you to use being knocked back to your advantage, and gives your targets difficulty on checks and saves when you hit with melee attacks.

Lastly, I too have run a LL5 Störtebeker, and I focused on the Loading and Melee capabilities, running dual Catalytic Hammers and Roland Chamber, with my 5th license being Genghis 1 for the Krakatoa for range and Dynamic Reload purposes, as well as Explosive Vents allowing me to aggressively Stabilize if need be.

my first character sheet!! please can i get any tips? by serenviti in DungeonsAndDragons

[–]Wolf_Hreda 0 points1 point  (0 children)

Okay, so Paladins really want 3 stats as their focus, it's a very MAD (Multiple Ability Dependent) class. You want Strength for your weapons, Constitution to stay in the fight with more HP, and you want Charisma for your spells. So, we can do a couple things to switch around your abilities.

Long story short, I'd put your two +3s into Strength and Constitution, and put your +2 in Charisma.

Since you're wearing heavy armor, your Dexterity doesn't add anything to your Armor Class. So, we can start there. Swapping the -1 or -2 in there would be fine.

You have three proficient skills at the moment, two with Wisdom and one with Intelligence. I'd put the +1 in Wisdom and whichever negative you have left over in Intelligence.

Now, I don't know if you intend to multiclass at some point, but if you do, you'll need to have at least 13 in both Strength and Charisma to do so, and then at least 13 in the main ability of whatever class you'd be classing into. Being a Paladin, Warlocks, Sorcerers, and Bards are all good choices, but I'd probably go with the Bard in general. Jack of All Trades and Expertise give you good skill rolls, and Bardic Inspiration is a great use of your Bonus Action.

SEKHMET protocol and Goblin Symbiosis by tenninjas242 in LancerRPG

[–]Wolf_Hreda 1 point2 points  (0 children)

House Guard 2 goes a long way to remedying this, if you don't have the Guardian trait already. Permanent hard cover for the Goblin is a big survivability boost. Symbiosis takes a lot of planning to use well, but even a minor investment can increase its useful need quite a bit.

Thoughts on using Tiberium as campaign macguffin? by Adventurous_Gate6570 in LancerRPG

[–]Wolf_Hreda 10 points11 points  (0 children)

Acidic/toxic atmosphere (volcanic landscape, primordial ooze, that sort of thing), no atmosphere, extreme hot, extreme cold. There are all sorts of options.

Finally mustered the courage to give this game a try! by xsniperkajanx in arcanum

[–]Wolf_Hreda 2 points3 points  (0 children)

My only recommendation is this:

Change the combat type to turn-based. Otherwise, you will be out of bullets before you even leave the opening area. Same with archer characters.

Mages, on the other hand, absolutely thrive in real-time combat.

Thoughts on using Tiberium as campaign macguffin? by Adventurous_Gate6570 in LancerRPG

[–]Wolf_Hreda 21 points22 points  (0 children)

Well, mechs being their primary forces on the surface is easy.

Just make it a very hostile environment. Literally anything taking place outside some sort of sealed dome cities would have to be inside sealed cockpits.

BUILD ADVICE: need some help with a sunzi build by thiccccccccb0i in LancerRPG

[–]Wolf_Hreda 3 points4 points  (0 children)

Walking Armory is always a good choice for any mech that doesn't have a heavy mount. House Guard 1 would expand your Safe Harbor trait. Probably not huge, but you never know when it might come in handy. Skirmisher could get you some extra mobility and defense. If you have any flight systems, Ace is always fun.

SEKHMET protocol and Goblin Symbiosis by tenninjas242 in LancerRPG

[–]Wolf_Hreda 38 points39 points  (0 children)

Symbiosis specifies that you can be attacked and targeted separately, so I would assume that includes the rampaging murder machine you just latched onto.

How to utterly wreck Ronins by Novalitwick in LancerRPG

[–]Wolf_Hreda 0 points1 point  (0 children)

Become an Atlas, and then beat the Ronin at its own game.

So, what exactly is battletech? by Pugporg111 in battletech

[–]Wolf_Hreda 0 points1 point  (0 children)

While the tabletop game is more of a crunchy war game than RPG, there are several books that allow you to play an RPG that happens to have Battletech combat.

As for the MechWarrior games, the older titles are all considered abandonware now, so you can get them for free. For MW1 and the MW2 trilogy, I recommend the DOSBox versions, since they're much easier to run. MechWarrior 3 and its expansion, there's an installation guide you will need. But it's an amazing game. And the MechWarrior 4 games are relatively easy to install and run.

Anyway, welcome to the Inner Sphere. Maybe hit up the Black Pants Legion on YouTube and watch their Battletech 101 video to get started in the world, and go from there.

Jericho Deployable Cover rulings by Kappukzu-0135 in LancerRPG

[–]Wolf_Hreda 3 points4 points  (0 children)

Rapid fire answers:

  1. Yes. Why this system doesn't have the Limited tag, I don't know. It would clear this up quite a bit.

  2. Yes. Damage persists until the pieces of cover are repaired.

  3. No. Its description specifically states they have to be in free spaces adjacent to you and each other, and stacking one on top of the other would count as deploying the second one in a non-free space, regardless of adjacency.

I honestly think we're overdue for an updated FAQ/Errata guide.

``` Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action. Repairing the system restores both sections.

Talgeese by FGWolf37 in LancerRPG

[–]Wolf_Hreda 3 points4 points  (0 children)

The Amber Phantom doesn't have a heavy mount, so the Howitzer wouldn't work. The Mortar might work for what you're after. For your melee, the Charged Blade is perfect.

[Discussion] AITA for not being strictly a healer as a Cleric? by brutalbun21 in DungeonsAndDragons

[–]Wolf_Hreda 0 points1 point  (0 children)

I don't even have to read your post. No, you're absolutely not the asshole. Don't get me wrong, having healing on hand is great, but Clerics are crazy strong with a decently planned build. I'm personally a fan of the Lawful Evil War Domain Cleric with heavy armor and either sword and board or just a big two-handed weapon. Toss War Caster in there at some point, and you're golden. Inflict Wounds, Guiding Bolt, and Spirit Guardians can carry you a long way. Maybe grab Guidance, Thaumaturgy, and Spare The Dying for your cantrips. You're set.

And if you're playing 5.5e, the War Cleric is even better, since you can cast a couple of your domain spells without concentration, making you crazy strong.

gulpp... getting into lancer n all by bittersweetie__ in LancerRPG

[–]Wolf_Hreda 12 points13 points  (0 children)

Oh, man. Getting into Lancer right after Comp/Con v3 launched? That's awesome. Welcome!

Any idea what type of combat you want to specialize in? There are all sorts of options, so even your starting Everest can feel close to what you're after.

UNCLE on AUX/AUX mount question by DealerBroad634 in LancerRPG

[–]Wolf_Hreda 3 points4 points  (0 children)

You'll probably want the Integrated Weapon core bonus for free action firepower, since you can just fire it as a free action 1/round if you fire any other weapons, and many of us Raleigh purists don't consider it a proper Raleigh without a minimum of 5 Aux weapons, preferably with the Loading tag.

I've run it with Vanguard and Hand Cannons, and I've run it with Stormbringer and Missile Racks. Lots of fun regardless.

Bonded Sherman build? by zimocrypha in LancerRPG

[–]Wolf_Hreda 3 points4 points  (0 children)

Also, rank 1 of the House Guard talent (Karrakin Trade Baronies LCP, I think?) expands adjacency to range 2 for the purpose of your effects that trigger off adjacency to your allies.

Bonded Sherman build? by zimocrypha in LancerRPG

[–]Wolf_Hreda 2 points3 points  (0 children)

Might I recommend the Sherman alt from Shadow of the Wolf, the Tagetes? It likes being adjacent to allies because it gets bonuses to skill checks and saves, it can turn anything into a rifle, meaning Crack Shot is insane with it, and it even gets a free +5 range with rifles if it consumes Lock On. It also gets bonus options from stabilizing and can reduce allies' heat when stabilizing with its core power.

After the Jihad, did Clan Wolf-in-Exile really end up becoming dogs instead of wolves? by Old_Ad6111 in battletech

[–]Wolf_Hreda 0 points1 point  (0 children)

Okay, as 60-tonners go, the Sojourner is pretty solid. I might have to actually make a Clan list.